388 lines
16 KiB
C++
388 lines
16 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the Collada loader */
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#include "AssimpPCH.h"
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#include "../include/aiAnim.h"
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#include "ColladaLoader.h"
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#include "ColladaParser.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ColladaLoader::~ColladaLoader()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// check file extension
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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for( std::string::iterator it = extension.begin(); it != extension.end(); ++it)
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*it = tolower( *it);
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if( extension == ".dae")
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return true;
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// XML - too generic, we need to open the file and search for typical keywords
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if( extension == ".xml") {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"collada"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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mFileName = pFile;
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// parse the input file
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ColladaParser parser( pFile);
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if( !parser.mRootNode)
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throw new ImportErrorException( "File came out empty. Something is wrong here.");
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// create the materials first, for the meshes to find
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BuildMaterials( parser, pScene);
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// build the node hierarchy from it
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pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
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// Convert to Z_UP, if different orientation
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if( parser.mUpDirection == ColladaParser::UP_X)
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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0, -1, 0, 0,
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0, 0, -1, 0,
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1, 0, 0, 0,
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0, 0, 0, 1);
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else if( parser.mUpDirection == ColladaParser::UP_Y)
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pScene->mRootNode->mTransformation *= aiMatrix4x4(
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1, 0, 0, 0,
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0, 0, -1, 0,
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0, 1, 0, 0,
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0, 0, 0, 1);
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// store all meshes
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StoreSceneMeshes( pScene);
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively constructs a scene node for the given parser node and returns it.
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aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
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{
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// create a node for it
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aiNode* node = new aiNode( pNode->mName);
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// calculate the transformation matrix for it
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node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
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// add children
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node->mNumChildren = pNode->mChildren.size();
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node->mChildren = new aiNode*[node->mNumChildren];
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for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
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{
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node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
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node->mChildren[a]->mParent = node;
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}
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// construct meshes
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BuildMeshesForNode( pParser, pNode, node);
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Builds meshes for the given node and references them
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void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
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{
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// accumulated mesh references by this node
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std::vector<size_t> newMeshRefs;
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// for the moment we simply ignore all material tags and transfer the meshes one by one
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BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes)
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{
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// find the referred mesh
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ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMesh);
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if( srcMeshIt == pParser.mMeshLibrary.end())
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{
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DefaultLogger::get()->warn( boost::str( boost::format( "Unable to find geometry for ID \"%s\". Skipping.") % mid.mMesh));
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continue;
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}
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const Collada::Mesh* srcMesh = srcMeshIt->second;
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// build a mesh for each of its subgroups
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size_t vertexStart = 0, faceStart = 0;
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for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
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{
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const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
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// find material assigned to this submesh
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std::map<std::string, std::string>::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
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std::string meshMaterial;
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if( meshMatIt != mid.mMaterials.end())
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meshMaterial = meshMatIt->second;
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else
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DefaultLogger::get()->warn( boost::str( boost::format( "No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMesh));
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// built lookup index of the Mesh-Submesh-Material combination
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ColladaMeshIndex index( mid.mMesh, sm, meshMaterial);
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// if we already have the mesh at the library, just add its index to the node's array
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std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find( index);
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if( dstMeshIt != mMeshIndexByID.end())
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{
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newMeshRefs.push_back( dstMeshIt->second);
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} else
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{
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// else we have to add the mesh to the collection and store its newly assigned index at the node
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aiMesh* dstMesh = new aiMesh;
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// count the vertices addressed by its faces
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size_t numVertices =
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std::accumulate( srcMesh->mFaceSize.begin() + faceStart, srcMesh->mFaceSize.begin() + faceStart + submesh.mNumFaces, 0);
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// copy positions
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dstMesh->mNumVertices = numVertices;
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dstMesh->mVertices = new aiVector3D[numVertices];
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std::copy( srcMesh->mPositions.begin() + vertexStart, srcMesh->mPositions.begin() + vertexStart + numVertices, dstMesh->mVertices);
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// normals, if given. HACK: (thom) Due to the fucking Collada spec we never know if we have the same
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// number of normals as there are positions. So we also ignore any vertex attribute if it has a different count
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if( srcMesh->mNormals.size() == srcMesh->mPositions.size())
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{
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dstMesh->mNormals = new aiVector3D[numVertices];
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std::copy( srcMesh->mNormals.begin() + vertexStart, srcMesh->mNormals.begin() + vertexStart + numVertices, dstMesh->mNormals);
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}
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// same for texturecoords, as many as we have
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
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{
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if( srcMesh->mTexCoords[a].size() == srcMesh->mPositions.size())
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{
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dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
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for( size_t b = vertexStart; b < vertexStart + numVertices; ++b)
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dstMesh->mTextureCoords[a][b].Set( srcMesh->mTexCoords[a][b].x, srcMesh->mTexCoords[a][b].y, 0.0f);
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dstMesh->mNumUVComponents[a] = 2;
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}
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}
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// same for vertex colors, as many as we have
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
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{
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if( srcMesh->mColors[a].size() == srcMesh->mPositions.size())
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{
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dstMesh->mColors[a] = new aiColor4D[numVertices];
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std::copy( srcMesh->mColors[a].begin() + vertexStart, srcMesh->mColors[a].begin() + vertexStart + numVertices, dstMesh->mColors[a]);
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}
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}
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// create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
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size_t vertex = 0;
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dstMesh->mNumFaces = submesh.mNumFaces;
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dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
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for( size_t a = 0; a < dstMesh->mNumFaces; ++a)
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{
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size_t s = srcMesh->mFaceSize[ faceStart + a];
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aiFace& face = dstMesh->mFaces[a];
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face.mNumIndices = s;
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face.mIndices = new unsigned int[s];
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for( size_t b = 0; b < s; ++b)
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face.mIndices[b] = vertex++;
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}
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// store the mesh, and store its new index in the node
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newMeshRefs.push_back( mMeshes.size());
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mMeshIndexByID[index] = mMeshes.size();
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mMeshes.push_back( dstMesh);
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vertexStart += numVertices; faceStart += submesh.mNumFaces;
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// assign the material index
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std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
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if( matIt != mMaterialIndexByName.end())
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dstMesh->mMaterialIndex = matIt->second;
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else
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dstMesh->mMaterialIndex = 0;
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}
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}
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}
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// now place all mesh references we gathered in the target node
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pTarget->mNumMeshes = newMeshRefs.size();
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if( newMeshRefs.size())
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{
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pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
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std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Stores all meshes in the given scene
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void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
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{
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pScene->mNumMeshes = mMeshes.size();
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if( mMeshes.size() > 0)
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{
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pScene->mMeshes = new aiMesh*[mMeshes.size()];
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std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructs materials from the collada material definitions
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void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* pScene)
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{
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std::vector<aiMaterial*> newMats;
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for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
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{
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const Collada::Material& material = matIt->second;
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// a material is only a reference to an effect
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ColladaParser::EffectLibrary::const_iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
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if( effIt == pParser.mEffectLibrary.end())
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continue;
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const Collada::Effect& effect = effIt->second;
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// create material
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
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aiString name( matIt->first);
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mat->AddProperty( &name, AI_MATKEY_NAME);
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int shadeMode;
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switch( effect.mShadeType)
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{
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case Collada::Shade_Constant: shadeMode = aiShadingMode_NoShading; break;
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case Collada::Shade_Lambert: shadeMode = aiShadingMode_Gouraud; break;
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case Collada::Shade_Blinn: shadeMode = aiShadingMode_Blinn; break;
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default: shadeMode = aiShadingMode_Phong; break;
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}
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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mat->AddProperty( &effect.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
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mat->AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &effect.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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mat->AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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mat->AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
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mat->AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
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// add textures, if given
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if( !effect.mTexAmbient.empty())
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mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexAmbient), AI_MATKEY_TEXTURE_AMBIENT( 0));
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if( !effect.mTexDiffuse.empty())
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mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexDiffuse), AI_MATKEY_TEXTURE_DIFFUSE( 0));
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if( !effect.mTexEmissive.empty())
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mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexEmissive), AI_MATKEY_TEXTURE_EMISSIVE( 0));
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if( !effect.mTexSpecular.empty())
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mat->AddProperty( &FindFilenameForEffectTexture( pParser, effect, effect.mTexSpecular), AI_MATKEY_TEXTURE_SPECULAR( 0));
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// store the material
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mMaterialIndexByName[matIt->first] = newMats.size();
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newMats.push_back( mat);
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}
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// store a dummy material if none were given
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if( newMats.size() == 0)
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{
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
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aiString name( std::string( "dummy"));
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mat->AddProperty( &name, AI_MATKEY_NAME);
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int shadeMode = aiShadingMode_Phong;
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f);
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mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
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mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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float specExp = 5.0f;
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mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
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}
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// store the materials in the scene
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pScene->mNumMaterials = newMats.size();
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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std::copy( newMats.begin(), newMats.end(), pScene->mMaterials);
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}
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// ------------------------------------------------------------------------------------------------
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// Resolves the texture name for the given effect texture entry
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const aiString& ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser, const Collada::Effect& pEffect, const std::string& pName)
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{
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// recurse through the param references until we end up at an image
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std::string name = pName;
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while( 1)
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{
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// the given string is a param entry. Find it
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Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find( name);
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// if not found, we're at the end of the recursion. The resulting string should be the image ID
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if( it == pEffect.mParams.end())
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break;
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// else recurse on
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name = it->second.mReference;
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}
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// find the image referred by this name in the image library of the scene
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ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
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if( imIt == pParser.mImageLibrary.end())
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throw new ImportErrorException( boost::str( boost::format( "Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
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static aiString result;
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result.Set( imIt->second.mFileName);
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return result;
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}
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